Zed A. Shaw zedshaw
zedshaw pushed to master at games/raycaster 2026-02-24 18:42:34 +00:00
cded8a937e Animations are working better in the raycaster but still need refinement.
zedshaw pushed to master at games/raycaster 2026-02-24 16:37:08 +00:00
81a282d544 Finally renamed animate2 to animation thus completing the refactor. There's still things to do to make the new animation actually work though.
zedshaw pushed to master at games/raycaster 2026-02-24 16:14:22 +00:00
83f62e3f45 Move the step_animation out of the animate2 module since it's only used in raycaster.cpp.
zedshaw pushed to master at games/raycaster 2026-02-24 04:41:20 +00:00
89ca204f3d Now the Animation system is no more. Next is cleaning up the quick hacks I needed to finally get rid of it, like animate2::has.
zedshaw pushed to master at games/raycaster 2026-02-23 17:06:03 +00:00
b504afef2a The ritual blanket now has the new animation and gained the ability to play the animation reversed for the closing animation.
zedshaw pushed to master at games/raycaster 2026-02-23 16:28:01 +00:00
1a9c395ae6 Hand animation is now converted.
zedshaw pushed to master at games/raycaster 2026-02-23 05:22:15 +00:00
e3065f7add Cleaning out stray animation.hpp files to make finding usage easier.
zedshaw pushed to master at games/raycaster 2026-02-23 04:40:05 +00:00
0fefc83c36 stories.json now encodes the duration for a transform so that the time code of the event isn't also controlling the time that the transform runs.
zedshaw pushed to master at games/raycaster 2026-02-23 04:02:15 +00:00
088f9e022e Refactor the story->camera converter to be a part of the camera.
zedshaw pushed to master at games/raycaster 2026-02-22 17:14:48 +00:00
024d0cfae7 storyboard::UI now adapts the camera to fit the story beats, but really story should do that.
zedshaw pushed to master at games/raycaster 2026-02-21 18:24:45 +00:00
d56b4bd335 Added invariants to the Sequence to hunt down a bug in the tests but I'll leave it there for future testing.
zedshaw pushed to master at games/raycaster 2026-02-21 06:57:40 +00:00
1baca783fc Sorted out the animation vs. easing contradiction I believe. Now there's a separate easing_duration that's calculated from the total duration of all frames. Then a easing_position determines where in the total the animation is, which is fed to the asing functions as a ration of easing_position / easing_duration.
zedshaw pushed to master at games/raycaster 2026-02-20 16:12:42 +00:00
0c798c9e0d Fixed the way scene updates, but it's still not connecting the ticks to the updates in animation.
zedshaw pushed to master at games/raycaster 2026-02-20 15:33:11 +00:00
32e9c65331 First implementation of doing the usual update/render dance.
zedshaw pushed to master at games/raycaster 2026-02-20 05:15:25 +00:00
364f66bffb Camera is now using Animate2 and it's mostly working, but there's a few more refactors needed.
zedshaw pushed to master at games/raycaster 2026-02-17 05:55:48 +00:00
46cc21ec7b Camera is now using animate2 but isn't actually using it yet. Just converted.
zedshaw pushed to master at games/raycaster 2026-02-16 03:53:02 +00:00
7bf7b25a10 Make the player just stand instead of bounce.
zedshaw pushed to master at games/raycaster 2026-02-15 17:04:59 +00:00
f8a8033890 Arena is working with the new animate2 but boss/fight.cpp needs a complete overhaul.
zedshaw pushed to master at games/raycaster 2026-02-14 04:57:22 +00:00
ba91929bfd Everyone has different animations, but they tend to cancel each other out. Need to refine it next.
zedshaw pushed to master at games/raycaster 2026-02-14 04:31:05 +00:00
458bf7e25e Scene now renders correctly, but I need to pull out the json in config_scene_element and make a component that's loaded.